Maya Lesson 8 Notes - Animated Adjustable Desk Lamp
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1 Maya Lesson 8 Notes - Animated Adjustable Desk Lamp To Model the Lamp: 1. Research: Google images - adjustable desk lamp. 2. Print several images of lamps for ideas to model. 3. Make a sketch of the lamp that you plan to model it along the y-axis. Your lamp needs to have 4 parts (Base, arm1, arm2, and head. 4. Model a lamp using your ideas along the y-axis. Head Arm2 Arm1 Base 5. Group or combine the shapes that make up the four parts of the lamp and label theses groups: Base, Arm1, Arm2, and Head.
2 To create a skeleton for adjustable desk lamp: In the front view. Press the space bar to view to a larger view From the main menu [Animation], select Skeleton > Joint Tool >. o The Tool Settings window for the Joint Tool appears. The Joint Tool is used to create the joints and bones for a skeleton. In the Joint Tool settings window, do the following: o Click Reset Tool to set the tool to its default settings. o Hide the Tool Settings window by clicking the right-pointing arrow that is located in the upper left corner of the Tool Settings window. In the front view, starting from the base of the lamp, do the following: o Click in the center of each pivot pin on the lamp to place three joints as shown in the image. o Try to click as close to the center of each pivot pin as you can, as the rotation of the joints on the model will be based on the location of the joints on the skeleton. As you place the joints, a bone appears, connecting each joint. o After you place the last joint, press Enter to indicate that the last joint has been placed. To parent the adjustable desk lamp into the skeleton: Open the Hypergraph by clicking on In the Hypergraph menu, select View > Frame All.
3 In the Hypergraph, select the node named Arm1 and then shift-select the node named joint1. o The order of selection is important. You want to select the child node first, and then shift-select the item that will become the parent node second. In the main menu select Edit> Parent. In the main menu,. o In the Hypergraph, joint1 is now the parent node for the Arm1 node in the skeleton hierarchy. Repeat the parenting process for the following items: o Arm2 is parented under joint2 o Head is parented under joint3 o Your new hierarchy should appear as shown in the diagram below. o In the next steps, Base becomes the parent node for the new
4 hierarchy so that the entire Lamp assembly swivels about the center of the base component. In the Hypergraph, select the node named joint1 and then shift-select the node named Base. In the main menu, select Edit > Parent. To Observe the Selection Process: Select the nodes named Base, Joint1, Joint2, Joint3. o Observe which components of the lamp are selected. o If you rotate, only the components below that node in the hierarchy will be affected. Notes: It is now possible to select and rotate the skeleton joints to pose the lamp as a unit, and then set keyframes to animate it. Posing a character using joint rotations is referred to as Forward Kinematics (FK). FK allows for precise control when setting up a pose, but it can be a time consuming process to select and rotate each joint into the desired position. When an animation is more focused on the goal of placing the end joint in a hierarchy in a particular position, (for example, a hand or a foot), it is more efficient to use Inverse Kinematics to pose the skeleton. For more information on forward and inverse kinematics, see Posing skeletons in the Maya Help.
5 Base Joint 1 Joint2 Joint 3
6 To create an IK handle for the adjustable desk lamp. From the main menu [Amination], select Skeleton > IK Handle Tool >. o The IK Handle Tool Settings window for the Joint Tool appears. When the mouse pointer is in the orthographic view its appearance changes to the tool's cross hair cursor. In the IK Handle Tool settings window, do the following: o Click Reset Tool to set the tool to its default settings. o Set the IK Handle Settings: Current Solver - ikscsolver. o Hide the Tool Settings window by clicking the right-pointing arrow that is located in the upper left corner of the Tool Settings window. Note: The ikscsolver setting selects the IK Single Chain Solver. This solver ensures that the joints in the skeleton will lie along a single plane. This solver is well suited for the lamp, because the arm doesn t need to twist unlike a real arm. Working in the front view, starting from the base of the lamp, do the following: o Click on the skeleton joint1 at the base of the lamp. o Click on the skeleton joint3 at the head of the lamp. (The IK Tool is designed to attach to the joints closest to your selection point.) o In the front view, the IK handle is drawn as a line from the start and end joints of the IK chain. In the Hypergraph menu, select View > Frame All. o In the Hypergraph, two new nodes appear in the hierarchy that represent the IK chain: an IK Handle node and an end effector node.
7 In the Hypergraph, select the node named ikhandle1. o The IK Handle (in combination with the end effector) is used by the IK solver to calculate the rotation of the joints in the IK chain. By default, the IK Handle is located at the last joint of the IK chain in the scene view. Select the Move Tool from the Toolbox, and drag the Move Tool s X axis manipulator (blue arrow) to reposition the lamp. o When you drag the manipulator, the skeleton and lamp model are repositioned. Reset the lamp to its previous position by selecting Edit > Undo until the lamp is positioned into its previous orientation. Note When using the Undo feature, do not undo so many times you inadvertently undo the IK handle you ve just created. The next steps describe how to manipulate the IK Handle.
8 To Create Lights for the Adjustable Desk Lamp: To add lights for the lamp you will add a Spot Light and a Point Light inside the head of the lamp with the spot light pointing out. To open the face of the lamp if you haven t already: Set the Preferences: Preferences Under Categories: Selection > Whole Face Select the head and right click and choose Face. Select and delete the end cap on the lamp head to remove it. End Cap End Cap Deleted To add the spot light: Create > Lights > Spot Light >. Set the setting for the Color now to a pale yellow and check Cast shadows. You will change the intensity and the cone angle later depending on your design and the animation.
9 Click: Create. Move the Spot Light up to the lamp head and rotate it so it points in the direction of the head. To add the point light: Create > Lights > Point Light >. Set the setting for the Color now to a pale yellow and check Cast shadows. You will change the intensity and the cone angle later depending on your design and the animation. Click: Create. Move the Point Light up to the lamp head so it will shine on the inside of the lamp.
10 Select the Point Light, the Spot Light and last the Lamp Head. Edit > Parent. The Hypergraph should look like below. To add the Directional Light: Create > Lights > Directional Light >. Check > Cast shadows. Click Create.
11 Position the directional light above the lamp to the right side pointing towards the lamp. Front Top To Add an Environment: Add a plane on each of the x, y, and z axis. Add any additional items to the environment. To Animate an IK (Inverse kinematics) and FK (Forward kinematics): Note: The lamp needs to look alive. It should look around and then jump. You may have it do other movements as well. Plan your animation before you start. Position your lamp for the opening position of the animation using IK. Select the ikhandle1 either by click on it in the front view or in the Hypergraph.
12 Using the Move Tool, begin to move your lamp into the starting position. Using the Hypergraph select the joint that is associated with the lamp head and rotate it into position using FK. For Frame 1: Select each piece that will move and press S. Select the base and position the lamp for the frame one position and Press S. Select the ikhandle1 in the hypergraph and press S. Select the Joint3 (lamp head joint) and press S. All three pieces that will move have had frame one set. Animating the lamp head back and forth. (Everything else doesn t move yet.) Select Frame 15, select Joint3 in the Hypergraph, select the Rotate Tool and rotate the head to the new position. Press S. Select frame 30, and repeat. Select frame 45, and repeat, this will have the lamp head move back and forth. Select the ikhandle1, Select frame 45 and Press S. This will keep the arms in the same position for frame 1 to 45.
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